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Technical Discussion » New RBD Pieces freeze in mid-air.
- Yehbe
- 47 posts
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Technical Discussion » New RBD Pieces freeze in mid-air.
- Yehbe
- 47 posts
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Hey everyone, I'm trying to recreate a tutorial made by Steven Knipping, Rigids VI,
with my own scene. I have chains that are supposed to break. I import the new broken pieces after a specific frame. But these broken pieces freeze in mid-air. They have velocity, they're active and they're not sleeping. I already tried on odforce to get help but to no avail. Anyone here able to help me out? It'd be much appreciated
Here is the save file simplified a bit more to highlight the issue
with my own scene. I have chains that are supposed to break. I import the new broken pieces after a specific frame. But these broken pieces freeze in mid-air. They have velocity, they're active and they're not sleeping. I already tried on odforce to get help but to no avail. Anyone here able to help me out? It'd be much appreciated
Here is the save file simplified a bit more to highlight the issue
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Technical Discussion » How to apply UDIMS on crowd agents
- Yehbe
- 47 posts
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Hey everyone
I have made a crowd simulation in Houdini, my characters have multiple texture sets and UDIMS, but I can't figure out how to apply those UDIM's to the simulated characters. I am using a material stylesheet to apply the materials. I do import the agents directly into Houdini through the FBX option, so the geometry is already packed when imported, does that have anything to do with the problem?
Thanks in advance for your help.
I have made a crowd simulation in Houdini, my characters have multiple texture sets and UDIMS, but I can't figure out how to apply those UDIM's to the simulated characters. I am using a material stylesheet to apply the materials. I do import the agents directly into Houdini through the FBX option, so the geometry is already packed when imported, does that have anything to do with the problem?
Thanks in advance for your help.
Technical Discussion » using attributes in a Transform or Soft Transform node
- Yehbe
- 47 posts
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Hello,
I am running into this issue multiple times now and I still haven't found a solution.
I create attributes in a pointwrangle or a primitive wrangle, but when I try to use those attributes in a Transform or Soft Transform node they don't seem to register. I keep getting a 0 and nothing happens. Anyone know a solution to this or am I doing it completely wrong?
Thanks in advance.
I am running into this issue multiple times now and I still haven't found a solution.
I create attributes in a pointwrangle or a primitive wrangle, but when I try to use those attributes in a Transform or Soft Transform node they don't seem to register. I keep getting a 0 and nothing happens. Anyone know a solution to this or am I doing it completely wrong?
Thanks in advance.
Technical Discussion » Exporting a point cloud through niagara rop
- Yehbe
- 47 posts
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Hey everyone,
I am trying to get a point cloud in Houdini into a scene in Unreal. I heard I can use the Niagara ROP, but it doesn't seem to work with my setup. Is there a limit to particles? I have a simple particle sim but when I put it in the Niagara ROP they disappear. Even when I mention the right DOPnet and objects.
I am trying to get a point cloud in Houdini into a scene in Unreal. I heard I can use the Niagara ROP, but it doesn't seem to work with my setup. Is there a limit to particles? I have a simple particle sim but when I put it in the Niagara ROP they disappear. Even when I mention the right DOPnet and objects.
Houdini for Realtime » Vertex Animation issues with extruded wall.
- Yehbe
- 47 posts
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I am using this project on a school computer. So I think it's a commercial file for anywhere outside of the school servers. I can export the FBX just fine here. Or do you think it doesn't export the file properly because of the license?
Houdini for Realtime » Vertex Animation issues with extruded wall.
- Yehbe
- 47 posts
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Here you go, it's a bit messy but it's mostly about the last few nodes in Room Lights, and the mesh that gets baked is from the node Room_Extrusions
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Houdini for Realtime » Vertex Animation issues with extruded wall.
- Yehbe
- 47 posts
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I thought that was supposed to be turned on? I have turned it off but it still doesn't work.
Making the mesh two sided in the material seems to fix the holes. But the extrusion still isn't one to one.
Making the mesh two sided in the material seems to fix the holes. But the extrusion still isn't one to one.
Houdini for Realtime » Vertex Animation issues with extruded wall.
- Yehbe
- 47 posts
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Hey everyone,
I have created a wall that has it's faces extruded based on some rippling attributes.
I have tried the soft method because there are no changes in Primitive numbers so I assume the topology stays the same. When I try to export the vertex animation I get an “error rendering child:/out/Vertex_Anim_Extrude/render_position_and_packed_normal/render_position_and_packed_normal” message.
I do see there is a result, but when I import the result to my Unreal scene the result isn't matching with what is in Houdini. It looks like some faces are missing.
This is the same scene in Houdini
Anyone know what I should do? Or should I try another method?
I have created a wall that has it's faces extruded based on some rippling attributes.
I have tried the soft method because there are no changes in Primitive numbers so I assume the topology stays the same. When I try to export the vertex animation I get an “error rendering child:/out/Vertex_Anim_Extrude/render_position_and_packed_normal/render_position_and_packed_normal” message.
I do see there is a result, but when I import the result to my Unreal scene the result isn't matching with what is in Houdini. It looks like some faces are missing.
This is the same scene in Houdini
Anyone know what I should do? Or should I try another method?
Technical Discussion » Can't find the vertex animation SOP from GameDev Toolset
- Yehbe
- 47 posts
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Technical Discussion » Can't find the vertex animation SOP from GameDev Toolset
- Yehbe
- 47 posts
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Hey everyone, I want to bake out some vertex animation from Houdini to Unreal. But I can't find the vertex animation ROP. I have tried downloading the newest gamedev toolset from github, but still can't find it. Anyone know what's wrong?
Thanks in advance
Thanks in advance
Technical Discussion » How to store frame numbers based on attribute
- Yehbe
- 47 posts
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Hello everyone.
I have a long sequence where changes happen in the geometry, I have an attribute that changes to 1 whenever the geometry change happens. I would like to store which frames the attribute jumps to 1 in something like an array, does anyone know whether this is possible in VEX? and if so how?
I hope I am clear enough in what I want.
I have a long sequence where changes happen in the geometry, I have an attribute that changes to 1 whenever the geometry change happens. I would like to store which frames the attribute jumps to 1 in something like an array, does anyone know whether this is possible in VEX? and if so how?
I hope I am clear enough in what I want.
Houdini Lounge » Fill in parameter with string attribute
- Yehbe
- 47 posts
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Houdini Lounge » Fill in parameter with string attribute
- Yehbe
- 47 posts
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Hey everyone, I'm trying to make a (seemingly) simple geometry importer where the model and the texture have the same name and path, the only thing that is different is the extension of it. So I have made an attribute that saves the path to the texture and I want to reference that texture in the material network. Only it doesn't seem to work anywhere. Anyone know how I can use the texture path to import my texture automatically?
Thanks in advance.
Thanks in advance.
Technical Discussion » How to read in COPS data in shader builders.
- Yehbe
- 47 posts
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I peeked into your hip file and it worked, thanks a lot! I still don't understand exactly why though, the uv texture just doesn't work with COPs?
Technical Discussion » How to read in COPS data in shader builders.
- Yehbe
- 47 posts
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Does that mean I have to build my shaders in VOPs? I don't exactly understand what you mean with OGL.
Technical Discussion » How to read in COPS data in shader builders.
- Yehbe
- 47 posts
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Doesn't seem to work, I also tried to change the string attribute to opimg/comp1/OUT but that doesn't work either, it seems like the only way for me is to render the textures first.
Technical Discussion » How to read in COPS data in shader builders.
- Yehbe
- 47 posts
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Hello everyone,
In my project I want to manipulate certain texture sequences I have to turn them into maps and such. I do this in COPS at the moment to get some rough masks. What I do right now, because I work inside the shader builder, is I have to write out the new texture, then make that texture path a string attribute on the object and use that string attribute to read in the texture sequence, as you can guess this could get very tedious. A faster way of iterating would be to be able to read in the result from COPs directly without having to render it. I can do this in the principle shader with the base color textures with the opimg/comp1/OUT. But I can't seem to get it to work in the shader builder. Anyone know a way to reference COPs outputs inside a VEX shader builder?
Thanks in advance for your help.
In my project I want to manipulate certain texture sequences I have to turn them into maps and such. I do this in COPS at the moment to get some rough masks. What I do right now, because I work inside the shader builder, is I have to write out the new texture, then make that texture path a string attribute on the object and use that string attribute to read in the texture sequence, as you can guess this could get very tedious. A faster way of iterating would be to be able to read in the result from COPs directly without having to render it. I can do this in the principle shader with the base color textures with the opimg/comp1/OUT. But I can't seem to get it to work in the shader builder. Anyone know a way to reference COPs outputs inside a VEX shader builder?
Thanks in advance for your help.
Technical Discussion » Bake Texture node not baking right colors.
- Yehbe
- 47 posts
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I think I solved it. I used an EXR format. But what helped is using a PNG format and changing the colorspace to linear when importing it.
Technical Discussion » Bake Texture node not baking right colors.
- Yehbe
- 47 posts
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Hey everyone, I had to use the bake texture ROP recently to bake some lighting, but I notcied the colors don't exactly match up. Anyone have an idea why? I tried differen output settings because of the colorspace but it still won't work.
The left side is the untouched version, middle is the changes I have made to the shader and the right one is a model with the baked textures.
The left side is the untouched version, middle is the changes I have made to the shader and the right one is a model with the baked textures.
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